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Everything posted by Josh
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That solution is just like using GetChild() and CountChildren() methods, which isn't nearly as cool. It also means you will never have stuff like this: a = surface.vertex[4].position.x
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Does ToLua++ support std::vectors and lists, so I can do stuff like this?: C++: class Entity { std::list<Entity*> kids }; Lua: local child for child in entity.kids do --do stuff end
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That's probably a lot better for C++ integration than Lua, but until they get a JIT compiler, the speed will never compare.
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Actually... -The output file is a .cpp file. -The input file HAS to use the .pkg file extension. Don't know why, I guess it made sense to the programmer. When I use an .h file, an output file is generated, but it doesn't contain any classes or constants from the header file.
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It's been amended to be more specific about code and executable files.
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Here's what the console displays when the -h switch is used: tolua++. exe -h usage: tolua++ [options] input_file Command line options are: -v : print version information. -o file : set output file; default is stdout. -H file : create include file. -n name : set package name; default is input file root name. -p : parse only. -P : parse and print structure information (for debug). -S : disable support for c++ strings. -1 : substract 1 to operator[] index (for compatibility with tolua5). -L file : run lua file (with dofile()) before doing anything. -D : disable automatic exporting of destructors for classes that have constructors (for compatibility with tolua5) -W : disable warnings for unsupported features (for compatibility with tolua5) -C : disable cleanup of included lua code (for easier debugging) -E value[=value] : add extra values to the luastate -t : export a list of types asociates with the C++ typeid name -q : don't print warnings to the console -h : print this message. Should the input file be omitted, stdin is assumed; in that case, the package name must be explicitly set. pause Press any key to continue . . . So I try putting this in a .bat file: tolua++.exe -h pause And this is displayed: tolua++. exe -H "entity.h" ** tolua internal error: [string "tolua embedded: src/bin/lua/doit.lua"]:34: #no package name nor input file provided. stack traceback: [string "tolua: embedded Lua code 23"]:6: in main chunk pause Press any key to continue . . . It looks like the input file is not being read?
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It says "including", not "limited to", but you have a point, especially if anyone sells code.
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You won't have a U.S. tax ID obviously, but it would be better for me to have whatever your country uses. I'm working on the assumption Leadwerks will be audited at some point. Yay for 1099 forms. This information will only be stored in physical form (papers in a filing cabinet). I will not store sensitive information like this on hard drives, CDs, or any other electronic medium. I recommend you only include you tax info on the paper copy you mail to me.
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The evaluation version might still be painting terrain on the CPU. It changed a while back to use the GPU, so it's super fast now. New evaluation kit will be released within a month.
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I prefer art assets because it requires less work from me, but will judge other things on a case by case basis.
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The Leadwerks Merchant Agreement is available here: http://www.leadwerks.com/files/Merchant Agreement.pdf Instructions for applying to become a Leadwerks Merchant will be forthcoming.
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The Leadwerks Asset License is available here: http://www.leadwerks.com/files/Asset License.pdf All free and paid files in the Asset Store are distributed under this license. A notice and link has been added to the file display page: http://www.leadwerks.com/werkspace/files/file/214-2-medieval-weapons/
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I don't know how the videos should be laid out, so I just left it as is for Tom to do something with. I don't like the big grid of thumbnails, but I don't know what exactly should be done.
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I think so, yes
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Removing the interior faces may help. It's hard to tell what's going on without seeing the actual .3dw file.
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I'm inclined to agree, for the majority of the site. However, the video gallery and possibly blogs are more of a "consumption" oriented page, so I think that situation is a little different. I'm curious to see how it does, anyways. If it feels wrong or isn't successful, we'll drop it. The only thing I require is that the ads be relevant, which is why Adsense is out of the question.
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So those objects are things you modeled in another program, and imported into 3DWS?
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In fact, I have plans beyond this I have not laid out here. In a few months I want to start playing with the games portal idea. If someone made something like this, in 3D, it would be perfect for trying the idea out with.
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This blog is going to actually be about business rather than technology. Here's what's going to happen this summer: First, we need to get this ATI driver bug fixed ASAP. Nothing else can happen until that gets fixed: http://www.leadwerks.com/werkspace/tracker/issue-165-terrain-textures-bug-radeon-hd-5850 The official documentation is coming along well, and I am really pleased with how this has turned out. (Thanks, Aggror!) An updated evaluation kit with some limited programming will be released. One of the biggest appeals of Leadwerks Engine 2 is the ease of C++ programming, and we need to demonstrate that better. With the release of the evaluation kit, we're going to begin an affiliate program. My preference is to have a Facebook and Twitter share buttons in the header that copy the current URL, and adds your affiliate ID into the php arguments in the URL. Then you can just click that to share any page on the site, with your embedded affiliate ID. When a new user comes to the site from that link, your affiliate ID will be detected, and any sale they make will give you 15% of the sale price credit to use in the asset store. if you are a Leadwerks Merchant, you can also have the cash sent to your PayPal account. The Asset Store will be "launched" at this point, meaning I'll put out a lot of news announcements and PR to make a big deal of it. This requires the front page be fixed, so you have the nice scrolling rows of products. I also have to set up a merchant account, which will lower the transaction costs by a lot. Right now, I am losing about $8 on each engine order through PayPal, and that needs to stop. I also need to formulate an agreement for Leadwerks Merchants, so that we can give more people access to sell their stuff in the Asset Store. The tax issues here are pretty serious, so I need formal paperwork to do this. We're opening a new section of the site for videos. You can check out the beta here. I like searching for "Leadwerks" on YouTube and clicking around on videos. The idea here is that if someone is wasting time clicking around on Leadwerks videos, they might as well do it on our site. There's a lot of great videos out there that are easy to miss, so this will gather them in one spot. Best of all, it doesn't require any bandwidth from our server, as YouTube provides the data transfer, and even more importantly, users don't have to upload their videos to two different sites. To add a video, just enter the 11-character YouTube video ID, title, and description. If I have already added your video, and you would rather have it appear under your name, just add it to the database yourself, and I will delete my original entry. My goal with the affiliate system and video gallery is to raise site traffic. Right now we have about 36,000 visits per month. I want to raise that to 100,000 visits per month. Our new dedicated server can definitely handle the load. Finally, we're going to implement advertisements in the video gallery. I want it to be tasteful and relevant. I tried Google Adsense, but it displayed a lot of irrelevant ads. I tried "section targeting" and even set all information to be blocked except a few keywords I chose, but it made no difference. I inquired about AdBrite, and they seem to be the same sort of system of automatic analysis and placement of irrelevant ads; artificial stupidity, if you will. I know my users are interested in video games, 3D models, programming, computer hardware, and art programs. If a system won't let me choose what content is displayed, I won't use it. Therefore, I am going to attempt to find advertisers with relevant content that have affiliate systems. I'd prefer not to sell advertising space and manage accounts, at least at first. So, the ultimate goal here is to raise traffic. More traffic = more LE2 license sales, more asset store sales, more advertising revenue, and more opportunities for you guys. There's potential with this we can only begin to imagine. There is so much to do, I had to draw out a diagram showing the dependency of events, so I can cross them off as they are accomplished: And last, I will leave you with this video, the band from which I am really starting to like, for some reason:
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I'm confused about how ToLua++ works. So it wants a "cleaned" header file. Is there some executable that parses this and outputs C++ binding code? I am not sure what I am supposed to compile. Do I just include all source files, or is this the source to the aforementioned glue code generation tool?
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oes anybody have a last version of Chris Paulson's IK ?
Josh replied to VeTaL's topic in General Discussion
Now that video is awesome. -
I am replying here because you emailed me about this. Realistically, I don't think you will have success modeling soft bodies as a bunch of rigid bodies and joints. That's now how it's done in physics libraries that support this feature. They have an entirely separate algorithm specifically designed to handle soft bodies. Newton does not support soft bodies, and I don't have any reason to believe it ever will. I told the developer I would have to switch to another physics lib if this was not supported some time in the next 6-12 months, and his response was to compare me to a crack addict, in broken English. So I've had enough of his bad attitude. If you want to give me a chuckle, post your video in the Newton forum, say you are using Leadwerks Engine, and ask if soft bodies will ever be supported: http://newtondynamics.com/forum/viewforum.php?f=9
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This issue is definitely a driver bug. I sent a report to AMD and will post when I have confirmation they have fixed it: http://www.leadwerks.com/werkspace/tracker/issue-165-terrain-textures-bug-radeon-hd-5850/
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How i import a simply animation form 3D max to leadwerks?
Josh replied to salangasarlanga's topic in General Discussion
This will do it: require("scripts/class") local class=CreateClass(...) function class:CreateObject(model) local object=self.super:CreateObject(model) function object:Update() self.model:Animate(AppTime()*0.05,1,0,1) end end Not that you also need the animation shader applied in the material. See this lesson: http://www.leadwerks.com/werkspace/page/Documentation/LE2/tutorials/_/programming/cpp/introduction-to-animation-r11- 1 reply
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